Here's a little objective-c program to grab the Mac OS X system volume and mute status (and then multiply them to get the effective volume).
#import <AudioToolbox/AudioServices.h>
#import <Foundation/NSObject.h>
@interface Volume : NSObject
{
}
+(AudioDeviceID)defaultOutputDeviceID;
+(float)volume;
+(bool)mute;
+(float)effective_volume;
@end
@implementation Volume : NSObject
+(AudioDeviceID)defaultOutputDeviceID;
{
AudioDeviceID outputDeviceID = kAudioObjectUnknown;
// get output device device
UInt32 propertySize = 0;
OSStatus status = noErr;
AudioObjectPropertyAddress propertyAOPA;
propertyAOPA.mScope = kAudioObjectPropertyScopeGlobal;
propertyAOPA.mElement = kAudioObjectPropertyElementMaster;
propertyAOPA.mSelector = kAudioHardwarePropertyDefaultOutputDevice;
if (!AudioHardwareServiceHasProperty(kAudioObjectSystemObject, &propertyAOPA))
{
NSLog(@"Cannot find default output device!");
return outputDeviceID;
}
propertySize = sizeof(AudioDeviceID);
status = AudioHardwareServiceGetPropertyData(kAudioObjectSystemObject, &propertyAOPA, 0, NULL, &propertySize, &outputDeviceID);
if(status)
{
NSLog(@"Cannot find default output device!");
}
return outputDeviceID;
}
+(float)volume
{
Float32 outputVolume;
UInt32 propertySize = 0;
OSStatus status = noErr;
AudioObjectPropertyAddress propertyAOPA;
propertyAOPA.mElement = kAudioObjectPropertyElementMaster;
propertyAOPA.mSelector = kAudioHardwareServiceDeviceProperty_VirtualMasterVolume;
propertyAOPA.mScope = kAudioDevicePropertyScopeOutput;
AudioDeviceID outputDeviceID = [[self class] defaultOutputDeviceID];
if (outputDeviceID == kAudioObjectUnknown)
{
NSLog(@"Unknown device");
return 0.0;
}
if (!AudioHardwareServiceHasProperty(outputDeviceID, &propertyAOPA))
{
NSLog(@"No volume returned for device 0x%0x", outputDeviceID);
return 0.0;
}
propertySize = sizeof(Float32);
status = AudioHardwareServiceGetPropertyData(outputDeviceID, &propertyAOPA, 0, NULL, &propertySize, &outputVolume);
if (status)
{
NSLog(@"No volume returned for device 0x%0x", outputDeviceID);
return 0.0;
}
if (outputVolume < 0.0 || outputVolume > 1.0) return 0.0;
return outputVolume;
}
+(bool)mute
{
UInt32 mute;
UInt32 propertySize = 0;
OSStatus status = noErr;
AudioObjectPropertyAddress propertyAOPA;
propertyAOPA.mElement = kAudioObjectPropertyElementMaster;
propertyAOPA.mSelector = kAudioDevicePropertyMute;
propertyAOPA.mScope = kAudioDevicePropertyScopeOutput;
AudioDeviceID outputDeviceID = [[self class] defaultOutputDeviceID];
if (outputDeviceID == kAudioObjectUnknown)
{
NSLog(@"Unknown device");
return 0.0;
}
if (!AudioHardwareServiceHasProperty(outputDeviceID, &propertyAOPA))
{
NSLog(@"No volume returned for device 0x%0x", outputDeviceID);
return 0.0;
}
propertySize = sizeof(UInt32);
status = AudioHardwareServiceGetPropertyData(outputDeviceID, &propertyAOPA, 0, NULL, &propertySize, &mute);
if (status)
{
NSLog(@"No volume returned for device 0x%0x", outputDeviceID);
return 0.0;
}
return mute;
}
+(float)effective_volume
{
return [[self class] volume] * (![[self class] mute]);
}
@end
int main(int argc, const char * argv[])
{
printf("%g",[Volume effective_volume]);
}
Compile with something like:
clang volume.m -o volume -framework Cocoa -framework AudioToolbox
Then when you run it will simply return a number representing the current effective volume:
0.25